Skip to main content

Groom Minions: Nepenthe Cultists




There are certain personalities that are attracted to the cold, beautiful abomination known as Groom; the dispossessed, the lost, and the suicidal. Once in the construct's orbit, their minds warp as they are exposed to the dead shard of divinity within the stoic destroyer. Their already fragile grasp on reality melts away and they become obsessed with garnering the Groom's acceptance and love. Unfortunately, the living golem is capable of neither. However, the Groom will use their infatuation to fulfill his aims. Often that is destroying the order and peace in a region so he can usurp control, or just because he loathes the honor and love the local powers represent. From time to time, the Groom mobilizes them against his hated creator and foe, the Relict.

The fates of these gatherings are always the same though, those are not expended for the Groom's interests are willingly eliminated with his blade when the construct eventually tires of their presence.

The typical nepenthe cultists wear their nihilistic insanity as a badge of pride. Their eyes are wild and unfocused, rimmed with deep bags, and gleaming with intoxication. Their black lips and stained jaws come from the sweet burn of the nepenthe sap they drink. Clad in eclectic clothing and armor with ill-cared for weapons they are still formidable in a fight, fueled by their self-destructive delusions.

Neonates. These poor souls make up the lowest ranks of the cult and see the most turn over. Through vile initiation rites and repeated self-poisoning, they have learned how to focus the cold nothingness between the spheres into their bodies and augment their melee attacks. Any sense of self-preservation has left them as well. Whether throwing themselves on the blades of the Groom's enemies or drinking the deadly 'wine' of the nepenthe plant, most neonates are not long for this world. That is exactly what they want.

Acolytes. Having survived the culling of the neonate rank, nepenthe acolytes further refine their connection to extinguished divinity. By this point, their teeth, tongue, lips, and chin are blackened from repeated exposure to nepenthe nectar and the discoloration runs down their neck and chest. An acolyte's eyes shine like distant, dispassionate stars and are the only part that keeps a color whenever they fade into silhouettes with the power to temporarily disrupt the souls of their foes.

Nepenthe Neonate

medium humanoid, chaotic evil

Armor Class 11 (leather armor)

Hit Points 32 (5d8+10)

Speed 30ft

Str 12 Dex 10 Con 14 Int 8 Wis 15 Cha 7

Damage Resistances poison

Condition Immunities frightened, poisoned

Senses passive Perception 12.

Languages common

Challenge 1 (200 XP)

Thoughtless:

The nepenthe cultist has Advantage on saving throws against enchantment spells and charm effects.

Actions

Mace:

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage

Crossbow:

Range Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Reactions

Weak Entropic Strike.

When the nepenthe cultist hits with a melee weapon attack it may use its reaction to force the struck creature to make a DC 12 Wisdom saving throw. On failure, the creature takes an additional 2 (1d4) cold damage and 2 (1d4) psychic damage.

Nepenthe Acolyte

medium humanoid, chaotic evil

Armor Class 14 (scalem mail armor)

Hit Points 52 (8d8+16)

Speed 30ft

Str 14 Dex 10 Con 14 Int 9 Wis 16 Cha 7

Damage Resistances cold, poison

Condition Immunities frightened, poisoned

Senses passive Perception 13.

Languages common, deep speech

Challenge 3 (700 XP)

Thoughtless:

The nepenthe cultist has Advantage on saving throws against enchantment spells and charm effects.

Wisp of Oblivion:

Once per day the nepenthe cultist becomes an ethereal silhouette and may use its turn to mimic the effects of the Misty Step spell. All creatures within 5ft of where the cultist appears must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn.

Actions

Multiattack:

The cultist makes two attacks as one action.

Longsword:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded two-handed.

Crossbow:

Range Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Reactions

Entropic Strike.

When the nepenthe cultist hits with a melee weapon attack it may use its reaction to force the struck creature to make a DC 13 Wisdom saving throw. On failure, the creature takes an additional 5 (2d4) cold damage and 5 (2d4) psychic damage.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...